• Title/Summary/Keyword: Web Identity

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Post-Medium and Postproduction: Contemporaneity of Contemporary Art (포스트-미디엄과 포스트프로덕션 : 포스트모더니즘 이후 현대미술의 '동시대성(contemporaneity)')

  • Chung, Yeon Shim
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.187-215
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    • 2012
  • In recent studies of art historical methodology, such as Critical Terms for Art History and The Art of Art History, subjectivity, identity, abjection, and other terms have been placed safely in the genealogy of contemporary art history. This paper questions the contemporaneity in the story of contemporary art in our time in relation to two other critical terms that have been regularly cited by contemporary critics, not only in Euro-American fields but also in Korea. The terms are postmedium and postproduction, respectively, as used by Rosalind Krauss and Nicolas Bourriaud. This paper stems from the critical condition in which art criticism and theory have their power in the rise of neo-liberalism. But this paper does not deal with the contemporary as a chronological term for art history but rather examines the three critical terms-contemporaneity, post-medium, and postproduction-that have garnered scholarly attention. I would like to put aside postmodernism for the moment; I don't disregard the postmodern condition although the death of postmodern critical terms has resulted in the loss of its polemical power in art worlds such as in exhibitions, etc. To look at "the postproduction in the age of post-medium age after postmodernism," I first explore Krauss's notion of post-medium because, unlike media artists like Lev Manovich and Peter Weibel, Krauss's post-medium condition is different and insists on medium specificity. In this sense, Krauss has turned out to be another Greenberg in disguise. For her, photography and video are expanded mediums after Greenberg, because Krauss has spent her life explicating those mediums. Under the Cup, her recent publication, came out in 2011, and discusses her desire to defend medium-specificity against the intermedia of installation art found ubiquitously in international exhibitions and biennales. Her usage of post-medium has been taken up by Weibel as postmedia in a broader sense. But whether the post-medium condition or the postmedia age, we nonetheless enter the new age of the contemporary. Consequently, this paper questions what constitutes contemporaneity in our times. It is said that there is nothing new on earth, yet I find original artistic strategies among the younger generation in the postmedia age. The contemporary justifies its place in art fields and criticism by keeping its distance from postmodernism although we still find the remnants of postmodern artistic practices and theoretical foundations. By looking at materials written by Terry Smith, I would like to examine contemporaneity as a rhetoric where artists, critics, and curators endeavor to set up a new spirit of criticism, distant from the past of modernism and postmodernism. In discussions, modernism and postmodernism act as catalysts interacting with each other while justifying their own place. In conclusion, my paper reaches to delineate where the contemporary finds its place among artists' responses and working methods. It explores the postproduction of the Internet and the World Wide Web generations, where images become data rather than representation (of modernism) and appropriation (of postmodernism). This paper analyzes Bourriaud's text, as well as relevant artists like Pierre Huyghe, Liam Gillick, and others. By examining the aforementioned critical terms, I would like to reconsider our own contemporary art in Korea, especially among young artists influenced by digital media and the World Wide Web in the 1990s.

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The Impact of Information Technology on Academic Library Management (정보기술이 대학도서관의 경영관리에 미치는 영향)

  • 윤희윤
    • Journal of the Korean Society for information Management
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    • v.19 no.1
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    • pp.89-114
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    • 2002
  • Information technology. computers, networks, and the World Wide Web are ubiquitous. Academic libraries have applied information technology over the last ten years. The traditional role of the library as the scholarly information heart of the university is being questioned as information technology makes Information ever more easily accessible. And the recent technological development may alter the fundamental concept or identity of the academic library in the twenty-first century. This paper examines the ways in which information technology have chanced the academic library over the last decades and deals with the logical interrelation of 'information technology' and 'management' in the context of academic libraries in Korea. The purpose of this paper is to analyse the impacts of information technology on academic library management (organizational structure. librarian's job and role. budget allocation and expenditures, space planning and functionality, collection paradigm, user service, academic entity, etc) and suggests a desirable acceptance attitudes and efficient management acceptance attitude and management.

Citizenship in the Age of Glocalization and Its Implication for Geography Education (글로컬 시대의 시민성과 지리교육의 방향)

  • Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.21 no.3
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    • pp.618-630
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    • 2015
  • This study is to try to find citizenship needed in the age of glocalization and its implication for geography education. With formation of nation-state after modern, the rights and duties are applied to members of a state in a given territory. But Although states grant de jure citizenship, identity as a citizen is increasingly seen as something that is gained beyond and below the state. Citizenship might be conceived as relational rather than absolute, something that is constituted by its connections or network with different people and places rather than something defined by the borders of the nation-state. New space of citizenship has multiple dimension, and is fluid, mobile, multidimensional, transnational, negotiative. Citizenship operates in an increasingly complex web of overlapping spaces, and is reconceptualized as multiple citizenship based on multiscale. Citizenship should now be thought of as multi-level, reflecting individuals simultaneous membership of political communities at a variety of spatial scales and perhaps of non-territorial social groups. Thus, Citizenship education through geography should focus more on interconnected and layered multiple citizenship than bounded national citizenship.

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The Secure Key Store to prevent leakage accident of a Private Key and a Certificate (인증서와 개인키 유출 방지를 위한 보안키 저장소 Secure Key Store)

  • Park, Young-Jin;Kim, Seon-Jong;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.31-40
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    • 2014
  • In Korea, the Public Key Infrastructure (PKI) has been introduced. For secure information transmission and identification, the electronic signature authorization system of a certificate-based is built, and then the service provide.The certificate is stored in location what users can easily access and copy. Thus, there is a risk that can be stolen by malware or web account hacking. In addition, private key passwords can be exposed by the logging tool, after keyboard security features are disabled. Each of these security weaknesses is a potential conduit for identity theft, property/asset theft, and theft of the actual certificates. The present study proposes a method to prevent the private key file access illegally. When a certificate is stored, the private key is encrypted by the dependent element of the device, and it is stored securely. If private key leakage occurs, the retrieved key could not be used on other devices.

Career-related characteristics of premedical students in Korean Medicine college (한의과대학 예과생의 진로관련 특성에 관한 연구)

  • Jin, Sungmi;Park, Sunju
    • Journal of Society of Preventive Korean Medicine
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    • v.17 no.3
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    • pp.47-61
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    • 2013
  • Objectives : This study was aimed at exploring career-related characteristics of premedical students in Korean Medicine college and those relationships with career development readiness and vocational value. Methods : A total of 140 premedical students participated in the survey. The questionnaire consisted of demographic characteristics and career-related characteristics such as motive for career choice, specialty preference after college graduation, and school life adaptation. Also they responded in the web-survey of career development readiness inventory and vocational value inventory developed by Korea Research Institute for Vocational Education & Training. Eight items of motive for career choice were collected from the pilot study from 70 premedical students. Results : 'Job stability' was the top motive for career choice(25.5%). The average college life adaptation score was relatively low(13.7) : higher in male(14.3) and the early career decision group(14.2) than female (12.9) and late decision group(12.9), which was statistically significant(p=0.019 and p=0.036, respectively) in the subgroup analyses. The result of career development readiness inventory showed that 'self-knowledge' (79.3) and 'confidence on career decision' (78.6) were the two highest, which is similar to the result of the vocational value inventory ('fulfilling abilities' and 'self-improvement'). More characteristics were also described. Conclusions : The results showed that Korean Medicine premedical students have high vocational identity. This study suggested that more specified studies for identifying career-related characteristics for Korean Medical students should be conducted in order to design systematic and professional medical education programs.

An Analysis of Posthuman's Body Type and Fashion in SF Movies (SF 영화에 나타난 포스트휴먼의 신체 유형 및 패션 분석)

  • Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.473-487
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    • 2011
  • The purpose of this study is to analyze the body type and fashion of posthuman in SF movies. The method of this study was to analyze documentaries, internet web site, fashion books and so forth. The results were as follows: The body types of posthuman were expressed as mutation type, prosthetic type, clone type by biological hybrid or renovation and digital type by computer simulation. The mutation type was expressed as reinforcement of masculinity or feminity and reinforcement of body functions. The fashion item was expressed as a black tailored suit, leather jacket, cat suit, whip, black sunglass, garter belt, high heel shoes, short pants, black one piece dress and functional body suit. The prosthetic type was expressed as reinforcement of body functions and reinforcement of masculinity or feminity. The fashion item was expressed as a military item, high-tech power suit and ergonomic armor suit. The clone type was expressed as the plural ego with reinforcement of body functions. The fashion item was expressed as a power shoulder jacket, fake fur coat, vinyl, black see-through look and functional suit. The digital type was expressed as reinforcement of masculinity or feminity and the plural ego with reinforcement of body functions. The fashion item was expressed as a data suit, leather jacket, black over coat, boots, black sun glass, ethnic items and military items. The meanings of posthuman fashion in SF movies were impurity of posthuman, display of superhuman's power by sexuality, metaphor of power and fantasy of superhero in opposition futuristic dystopia. As mentioned above, posthuman body type and fashion in SF movies become the conversational topic in the real world. The fact that we think about utopia and identity of posthuman in the future is of great significance.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

Name Disambiguation using Cycle Detection Algorithm Based on Social Networks (사회망 기반 순환 탐지 기법을 이용한 저자명 명확화 기법)

  • Shin, Dong-Wook;Kim, Tae-Hwan;Jeong, Ha-Na;Choi, Joong-Min
    • Journal of KIISE:Software and Applications
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    • v.36 no.4
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    • pp.306-319
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    • 2009
  • A name is a key feature for distinguishing people, but we often fail to discriminate people because an author may have multiple names or multiple authors may share the same name. Such name ambiguity problems affect the performance of document retrieval, web search and database integration. Especially, in bibliography information, a number of errors may be included since there are different authors with the same name or an author name may be misspelled or represented with an abbreviation. For solving these problems, it is necessary to disambiguate the names inputted into the database. In this paper, we propose a method to solve the name ambiguity by using social networks constructed based on the relations between authors. We evaluated the effectiveness of the proposed system based on DBLP data that offer computer science bibliographic information.

Development and Application of the Information Literacy Cubic Curriculum based on the Cubic Model in University (큐빅 모델에 기반한 대학교의 정보 소양 큐빅 교육과정 개발 및 적용)

  • Choe, Hyun-Jong
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.83-92
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    • 2007
  • Curriculum can represent the identity of University as an important factor, and especially university has sole power to design and manage his curriculum. So, the information literacy curriculum which teach students to create, store, communicate their knowledge is very important position in the liberal arts curriculum. Thus, this study designs the reference model as 3-dimensional cubic model for information literacy curriculum to help curriculum designers design, manage, and evaluate it. For developing this model, I researched many books and web sites about some of domestic and U.S. universities' curriculums, and made up some questionnaires about students' satisfaction and the direction of information literacy education. An information literacy curriculum was designed using this reference model and lots of students are satisfied with this curriculum after activating in this class. Designed cubic reference model which has a characteristic to expose flexible and systematic context representation in the university curriculum can guide researchers to design, manage, and evaluate information literacy curriculum.

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User Experience Element Integrated of Diverse Handheld Devices (다양한 Handheld Device의 사용경험 요소 통합화를 위한 연구)

  • Park, Wan-Je;Kim, Joon-Hwan;Jang, Hyun-Kook;Kwon, Hee-Jin;Lee, Jeong-Yeon;Hwang, Ho-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.512-517
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    • 2007
  • 다양한 디지털 가전제품을 제조하는 회사들은 초기에 제품 하나하나에 제품의 사용경험을 담는데 비중을 높여 개발을 하였다. 하지만 제품이 알려지고 종류가 많아지면서 각 제품들을 아우르는 사용자 경험요소 통합화가 필요하게 되었다. 이에 다양한 화면 사이즈와 Input Device를 가진 Handheld Device들 간의 일관된 사용 경험(user experiences)을 제공하는 것을 목적으로 하는 연구가 진행되었다. 대상이 된 제품들은 Digital Media Broadcasting의 수신, Multimedia 파일이 재생, 파일 creation 등이 가능한 Handheld Devices였고, 각 제품들은 특정 기능에 충실한 UI를 구현하고 있다는 특징이 있다. 따라서, 기존 제품의 사용성을 저해하지 않는 수준의 표준화가 필요하며 기존 UI 사용성과 표준화 UI 사용성 간의 조화가 중요 하였다. 기존 제품의 개별 특징을 분석하고 Handheld Device의 사용자 요구사항을 조사를 통해 사용경험 요소를 발굴하고 Navigation, Menu Hierarchy, Screen Layout 등의 설계를 통해 Prototype 개발을 하고 Usability Test를 통해 보완을 하였다. Usability Test는 한국, 미국, 영국, 중국 4개국에서 광범위한 사용자 조사가 이루어졌다. 국가 선정은 제품의 주요 시장 및 각 대륙을 대표하는 기준으로 선정되었다. 사용자 그룹은 연령, 지식 수준, 성별에 구분되었고 Web Survey 1000명, Usability Test는 각 국가별 총 100명이 넘는 참석자에 의한 데이터 분석이 이루어 졌다. 이렇게 조사된 데이터를 바탕으로 UI 사용경험 요소를 정의하고 제품의 공통 가이드와 개별 가이드를 개발하는 일련의 프로세스를 확립하고 검증하였다. 본 논문을 통해 대상 제품들의 다양한 특성을 살리면서도 user Interface의 일관성 원칙을 설립하기 위해 시도했던 방법과 과정을 기술하고, 이 과정을 통해서 얻은 결과와 실제적인 경험을 소개한다.

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